Having just finished Alone in the Dark I’ve come to the conclusion that this game was made for videogame designers with the purpose of showing them how not to make a survival horror game. The strange thing is that I think the game knows this as the chapter select allows you to skip to any part of the game at any moment, perfect for the classroom environment.
So what have I learned from Alone in the Dark? It just so happens that the potential lessons to be learned from this game are the main criticisms that I have with it but before I continue I’ll just say this, it starts well and there is an interesting mechanic to be found within this horrific game. The mechanic being the inventory system that limit’s the total amount of items you can pick up to the pockets in your jacket. Not only that but you also must rummage through your pockets to access your inventory which is quite a clever idea indeed.
Now sit up and pay attention. Class has in session.
Our first lesson is on camera with the aim being to show you that must choose one and not try and create a hybrid between first and third person. That’s right Alone in the Dark has camera issues in that it can’t quite decide whether or not it wants to be first or third person and the simple fact is neither one works well. I often found myself switching between the two just so I could see what I was doing. Worse still is that it forces you to change perspective dependant upon the task you are doing and combat has this weird mix that just doesn’t work. When using a gun you must fire and aim in first person expect when you throw an explosive object, that must be done in third person. When using a melee weapon, such as an axe or chair, you are forced into third person so if you wanted to start killing an enemy with an axe, pump a few rounds into him and then finish him off with Molotov Cocktail you’ll change camera perspective three times, enough to make anyone feel a little dizzy.
For our second lesson we’ll be looking at bad driving and platforming,
yes that’s right it has both, and what has been done here. At various points throughout the game you’ll be tasked with one or the other but let’s start with driving. Cars shouldn’t control and handle as if on ice or come to a complete stop at the slightest bump. Not only does this make driving them incredibly hard but it also makes the process frustrating and at times infuriating. Platforming isn’t any better, it should flow from jump to jump and be a smooth process, not a awkward mess that sees you fall to your death due to your characters inability to grab a hold of a ledge or leap small gaps.
Up next is collectibles and forcing them upon the player. Throughout the entire game scattered all over the map are various roots that require burning. They’re not hidden in any and appear on the map just sitting there but upon reaching near to the end game you’ll discover that they are in fact essential to finishing the game. You aren’t forced to burn all of them,
thank God, but an obvious heads up would’ve been nice instead of the hours of subsequent hunting that you could be forced to do.
Yes I am aware that I come have skipped this section using the chapter select. If you still thirst for more knowledge you’ll also discover bad puzzle design, a wide variety of glitches and a ridiculous story paired with equally bad dialogue.
And don’t get me started on the ending.
Like I said, Alone in the Dark is a game that every videogame designer should play and every consumer should avoid. A good start,
made better when put in comparison with the rest of the game, and a different take on an inventory system aren’t enough for anyone to justify playing this game. Aspiring designers enjoy, the rest of us certainly won’t.
1.5/10